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MKMoose's post in Temporal Storm - only drifters spawned? was marked as the answer
This is expected during 10% of the storms.
From assets/survival/config/mobextraspawns.json, a pattern is chosen randomly by weight to determine the maximum quantities of each type of monster that are allowed to spawn:
spawnPatterns: { "default": { weight: 5, groupWeights: { drifter: 0.5, shiver: 0.25, bowtorn: 0.25 } }, "drifterstorm": { weight: 1, groupWeights: { drifter: 1, shiver: 0, bowtorn: 0 } }, "shiverstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0.6, bowtorn: 0 } }, "bowtornstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0, bowtorn: 0.6 } }, "shiverbowtornstorm": { weight: 1, groupWeights: { drifter: 0.25, shiver: 0.375, bowtorn: 0.375 } }, "driftershiverstorm": { weight: 1, groupWeights: { drifter: 0.4, shiver: 0.6, bowtorn: 0 } }, } -
MKMoose's post in how to /giveitem a tapestry was marked as the answer
This should work:
/giveblock tapestry-north 1 { type: 'name1' } Where 'name1' should be replaced with the appropriate type, like 'tempstorm11' for your case.
You can probably find the available types in %AppData%/VintageStory/assets/survival/blocktypes/cloth/tapestry.json or something like that, or I can get them for you a bit later if need be.
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MKMoose's post in When do animals spawn? was marked as the answer
Correct.
Average rainfall, shrub coverage and forest coverage as well as a few of the less important parameters are within the [0, 1] interval. That is, they are always at least 0 and not higher than 1, which can also be converted into a percentage by multiplying it by 100% to get the result you see when using the command. A value of zero means the lowest possible rainfall/shrubs/forestation, and a value of 1 means the maximum, and the game uses these values during world generation in various ways.
Temperature is defined in degrees Celsius, with no additional conversions, so the minimum temperature of -2 as in the chicken example means that many degrees Celsius (and it refers to average yearly temperature).
I think Minecraft uses a very similar system. No matter how far you go, animals are saved even when not active and rendered, so that everything remains the same once you get back. Prevents animals from disappearing after you put them in an enclosure or whatnot.
Regarding the spawn limits, I don't know how large an area this concerns and I'd have to find it somewhere in the code to check. Chickens, for example, have a maximum quantity of just 4, so they can only spawn if there are fewer chickens than 4 in a given area. I'd have to check how large that area is, though it is small enough that it's probably not a significant consideration if your goal is to find a specific animal. The default area of the /entity countg command seems to be your entire rendered area, but you can also choose a lower range using something like /entity countg e[range=64]. The scenario of new spawns getting blocked by some hidden animals is very unlikely, though.
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MKMoose's post in Mechanical Power Transmission Over Distance was marked as the answer
It is quite realistic, and it is implemented in the game. Lowering rotational speed increases torque, reducing the power loss caused by resistance.
The standard strategy is to connect the rotor (or multiple of them) to a vertical axis through a large gear, then use another large gear at the bottom to bring everything back up to base speed. This primarily serves to connect multiple power sources and split power between multiple machines, but reduced power loss is an extra benefit. If you're transferring power along a very long distance, then you could gear down even further, but it's almost always unnecessary.
Two hundred axles have the same resistance as a quern. Gear it down once, and it's 1000 axles for one regular-speed quern. It's only significant for power transfer over really long distances.
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MKMoose's post in Small Mechanical Power Question About Upping Speed was marked as the answer
Welcome to the forums! Four windmills are generally quite suitable for the quern and the pulverizer running at higher speed assuming you're only running one of them at a time, though you might bump it up slightly (not higher than eight) if you're worried about performance in low winds. For the helve, you're gonna be better off making a second helve if you want to process metals faster instead of making one helve run faster.
The longer answer is that there is no specific required number of windmills, because there's a bunch of different factors that influence it. What I can give you is a few general notes:
wind speed increases at higher altitudes, so placing your windmills higher will let them produce more torque (this is primarily why I can't recommend a single number), there's always a chance that you'll be interrupted when there's no wind at all, at which point no practical number of windmills is sufficient, personally I've never needed more than 4 windmills, though you may still find it to be insufficient for the quern or the pulverizer in low winds, especially if you place them at low altitude, you're generally not gonna need any more than 8 rotors for all typical applications, at least in singleplayer. The helve hammer is currently an exception relative to other machines in that its resistance increases with speed, at very high values approaching exponential growth - it's better to use multiple helves at regular speed instead of one faster helve. For two helves running at regular speed, 4 windmills should be fine, and I remember seeing a recommendation for three hammers with 8 full windmills. You can even have multiple hammers work on a single anvil - it looks kinda stupid, but doesn't require a new anvil for each new helve.
I tend to set up the power train in such a way that helves are powered at default speed, while the quern and pulverizer are connected to the second large gear and run faster. You can also jump into a new world in creative mode to test out a few setups, if you're unsure. The command /weather setw <still/lightbreeze/mediumbreeze/strongbreeze/storm> (choose one, e.g. /weather setw lightbreeze ) can be used to adjust the wind speed to make testing easier.
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MKMoose's post in Prospecting range 3 to 16: Is there a difference between 3 and 16? was marked as the answer
Correct, the reading only depends on the first sample's position. The exact locations of the other readings don't matter, provided they are within the correct distance of each other.
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MKMoose's post in No bauxite sand was marked as the answer
Welcome to the forums! If it's fire clay you're looking for, then you can find it in bauxite gravel as well, so there is no need to search specifically for bauxite sand - there's a chance that the areas you've already found have some fire clay deposits as well. They should be quite easily noticeable as green-ish patches amidst the bauxite.
Alternatively, if you're not having any luck with fire clay deposits in bauxite (or if you're in very cold climates which don't have fire clay), then you may also:
create fire clay by combining blue or red clay with powdered calcined flint (often the go-to choice in the early game), find fire clay underlaying bituminous coal or anthracite deposits. You can also consult the page for fire clay in the handbook and navigate from there for additional details, but feel free to ask here as well if something's unclear.
And for completeness, if you're still interested in finding bauxite sand regardless, the only pointer I have is that you will probably have more luck in hot climates where deserts are more common. Hot climates can be found by traveling ~20k+ blocks south, assuming default world settings.
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MKMoose's post in Question about the spawn locations during temporal storms... was marked as the answer
The short of it is that you were most likely just unlucky and there probably isn't anything you can really do about it.
Prevailing wisdom suggests that temporal storms allow rotbeasts to spawn practically anywhere they please. According to the wiki, the only condition is that they have to physically fit in the space (and I think that checks out with the source code). I don't think you can fully prevent spawns without just cramming yourself into a space with at least one dimension smaller than the minimum required for spawning. I'm not sure whether the player counts as an obstruction as well.
The required space, I think, is the collision box of the entity that the game is attmepting to spawn plus 0.1 in every direction except down (I can't look up the collision boxes for the rotbeasts at the moment, but if you're feeling adventurous then they should probably be in the JSON definitions, somewhere in %AppData%/VintageStory/assets).
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MKMoose's post in Why is prospecting "a chance," mechanically speaking? was marked as the answer
Prospecting data (specifically density search) is not concerned with what ores actually end up generating. The game generates a random distribution for each ore type that can be detected by the prospecting pick's density search, and this distribution is used both when randomly generating the ore and when the prospecting pick gives you a reading. That is, the density readings inform you about the actual chance that the game uses to generate the deposits, but whether that ore has actually generated under the reading is a separate matter.
Caves generate first, then ore deposit generation replaces rock with ore blocks. Air is treated as a different block, so it doesn't get replaced.
Either way, the end result is as you're assuming - if a cave happens to pass through a deposit, it effectively removes a bunch of the ore blocks. I've recently found a cassiterite deposit with exactly one ore block in a cave, which was quite amusing. Your case seems pretty unlucky, since deep copper deposits (I'm assuming you're talking about a deep and not surface deposit) tend to be much larger than cassiterite deposits: ~14 blocks average radius, and can generate up to 3 blocks thick. It is nonetheless entirely possible for a cave to remove most of it, provided the cave is large enough.